710f46d9d6
bug:4419017 Change-Id: If0428e1732139786cba15f54b285d880e4a56b89
305 lines
11 KiB
C++
305 lines
11 KiB
C++
/*
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* Copyright (C) 2012 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#define LOG_TAG "PathRenderer"
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#define LOG_NDEBUG 1
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#define ATRACE_TAG ATRACE_TAG_GRAPHICS
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#define VERTEX_DEBUG 0
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#include <SkPath.h>
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#include <stdlib.h>
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#include <stdint.h>
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#include <sys/types.h>
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#include <utils/Log.h>
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#include <utils/Trace.h>
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#include "PathRenderer.h"
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#include "Matrix.h"
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#include "Vector.h"
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#include "Vertex.h"
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namespace android {
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namespace uirenderer {
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#define THRESHOLD 0.5f
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void PathRenderer::computeInverseScales(const mat4 *transform,
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float &inverseScaleX, float& inverseScaleY) {
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inverseScaleX = 1.0f;
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inverseScaleY = 1.0f;
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if (CC_UNLIKELY(!transform->isPureTranslate())) {
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float m00 = transform->data[Matrix4::kScaleX];
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float m01 = transform->data[Matrix4::kSkewY];
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float m10 = transform->data[Matrix4::kSkewX];
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float m11 = transform->data[Matrix4::kScaleY];
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float scaleX = sqrt(m00 * m00 + m01 * m01);
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float scaleY = sqrt(m10 * m10 + m11 * m11);
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inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
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inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
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}
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}
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void PathRenderer::convexPathFillVertices(const SkPath &path, const mat4 *transform,
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VertexBuffer &vertexBuffer, bool isAA) {
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ATRACE_CALL();
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float inverseScaleX;
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float inverseScaleY;
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computeInverseScales(transform, inverseScaleX, inverseScaleY);
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Vector<Vertex> tempVertices;
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float thresholdx = THRESHOLD * inverseScaleX;
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float thresholdy = THRESHOLD * inverseScaleY;
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convexPathVertices(path,
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thresholdx * thresholdx,
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thresholdy * thresholdy,
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tempVertices);
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#if VERTEX_DEBUG
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for (unsigned int i = 0; i < tempVertices.size(); i++) {
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ALOGD("orig path: point at %f %f",
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tempVertices[i].position[0],
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tempVertices[i].position[1]);
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}
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#endif
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int currentIndex = 0;
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if (!isAA) {
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Vertex* buffer = vertexBuffer.alloc<Vertex>(tempVertices.size());
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// zig zag between all previous points on the inside of the hull to create a
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// triangle strip that fills the hull
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int srcAindex = 0;
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int srcBindex = tempVertices.size() - 1;
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while (srcAindex <= srcBindex) {
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Vertex::set(&buffer[currentIndex++],
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tempVertices.editArray()[srcAindex].position[0],
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tempVertices.editArray()[srcAindex].position[1]);
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if (srcAindex == srcBindex) break;
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Vertex::set(&buffer[currentIndex++],
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tempVertices.editArray()[srcBindex].position[0],
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tempVertices.editArray()[srcBindex].position[1]);
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srcAindex++;
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srcBindex--;
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}
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return;
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}
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AlphaVertex* buffer = vertexBuffer.alloc<AlphaVertex>(tempVertices.size() * 3 + 2);
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// generate alpha points - fill Alpha vertex gaps in between each point with
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// alpha 0 vertex, offset by a scaled normal.
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Vertex* last = &(tempVertices.editArray()[tempVertices.size()-1]);
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for (unsigned int i = 0; i<tempVertices.size(); i++) {
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Vertex* current = &(tempVertices.editArray()[i]);
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Vertex* next = &(tempVertices.editArray()[i + 1 >= tempVertices.size() ? 0 : i + 1]);
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vec2 lastNormal(current->position[1] - last->position[1],
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last->position[0] - current->position[0]);
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lastNormal.normalize();
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vec2 nextNormal(next->position[1] - current->position[1],
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current->position[0] - next->position[0]);
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nextNormal.normalize();
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// AA point offset from original point is that point's normal, such that
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// each side is offset by .5 pixels
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vec2 totalOffset = (lastNormal + nextNormal) / (2 * (1 + lastNormal.dot(nextNormal)));
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totalOffset.x *= inverseScaleX;
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totalOffset.y *= inverseScaleY;
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AlphaVertex::set(&buffer[currentIndex++],
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current->position[0] + totalOffset.x,
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current->position[1] + totalOffset.y,
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0.0f);
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AlphaVertex::set(&buffer[currentIndex++],
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current->position[0] - totalOffset.x,
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current->position[1] - totalOffset.y,
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1.0f);
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last = current;
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}
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// wrap around to beginning
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AlphaVertex::set(&buffer[currentIndex++],
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buffer[0].position[0],
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buffer[0].position[1], 0.0f);
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AlphaVertex::set(&buffer[currentIndex++],
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buffer[1].position[0],
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buffer[1].position[1], 1.0f);
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// zig zag between all previous points on the inside of the hull to create a
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// triangle strip that fills the hull, repeating the first inner point to
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// create degenerate tris to start inside path
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int srcAindex = 0;
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int srcBindex = tempVertices.size() - 1;
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while (srcAindex <= srcBindex) {
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AlphaVertex::set(&buffer[currentIndex++],
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buffer[srcAindex * 2 + 1].position[0],
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buffer[srcAindex * 2 + 1].position[1],
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1.0f);
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if (srcAindex == srcBindex) break;
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AlphaVertex::set(&buffer[currentIndex++],
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buffer[srcBindex * 2 + 1].position[0],
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buffer[srcBindex * 2 + 1].position[1],
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1.0f);
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srcAindex++;
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srcBindex--;
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}
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#if VERTEX_DEBUG
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for (unsigned int i = 0; i < vertexBuffer.mSize; i++) {
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ALOGD("point at %f %f",
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buffer[i].position[0],
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buffer[i].position[1]);
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}
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#endif
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}
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void PathRenderer::convexPathVertices(const SkPath &path, float thresholdx, float thresholdy,
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Vector<Vertex> &outputVertices) {
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ATRACE_CALL();
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SkPath::Iter iter(path, true);
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SkPoint pos;
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SkPoint pts[4];
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SkPath::Verb v;
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Vertex* newVertex = 0;
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while (SkPath::kDone_Verb != (v = iter.next(pts))) {
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switch (v) {
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case SkPath::kMove_Verb:
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pos = pts[0];
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ALOGV("Move to pos %f %f", pts[0].x(), pts[0].y());
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break;
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case SkPath::kClose_Verb:
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ALOGV("Close at pos %f %f", pts[0].x(), pts[0].y());
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break;
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case SkPath::kLine_Verb:
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ALOGV("kLine_Verb %f %f -> %f %f",
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pts[0].x(), pts[0].y(),
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pts[1].x(), pts[1].y());
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// TODO: make this not yuck
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outputVertices.push();
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newVertex = &(outputVertices.editArray()[outputVertices.size()-1]);
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Vertex::set(newVertex, pts[1].x(), pts[1].y());
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break;
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case SkPath::kQuad_Verb:
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ALOGV("kQuad_Verb");
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recursiveQuadraticBezierVertices(
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pts[0].x(), pts[0].y(),
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pts[2].x(), pts[2].y(),
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pts[1].x(), pts[1].y(),
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thresholdx, thresholdy,
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outputVertices);
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break;
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case SkPath::kCubic_Verb:
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ALOGV("kCubic_Verb");
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recursiveCubicBezierVertices(
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pts[0].x(), pts[0].y(),
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pts[1].x(), pts[1].y(),
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pts[3].x(), pts[3].y(),
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pts[2].x(), pts[2].y(),
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thresholdx, thresholdy, outputVertices);
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break;
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default:
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break;
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}
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}
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}
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void PathRenderer::recursiveCubicBezierVertices(
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float p1x, float p1y, float c1x, float c1y,
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float p2x, float p2y, float c2x, float c2y,
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float thresholdx, float thresholdy, Vector<Vertex> &outputVertices) {
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float dx = p2x - p1x;
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float dy = p2y - p1y;
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float d1 = fabs((c1x - p2x) * dy - (c1y - p2y) * dx);
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float d2 = fabs((c2x - p2x) * dy - (c2y - p2y) * dx);
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float d = d1 + d2;
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if (d * d < (thresholdx * (dx * dx) + thresholdy * (dy * dy))) {
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// below thresh, draw line by adding endpoint
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// TODO: make this not yuck
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outputVertices.push();
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Vertex* newVertex = &(outputVertices.editArray()[outputVertices.size()-1]);
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Vertex::set(newVertex, p2x, p2y);
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} else {
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float p1c1x = (p1x + c1x) * 0.5f;
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float p1c1y = (p1y + c1y) * 0.5f;
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float p2c2x = (p2x + c2x) * 0.5f;
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float p2c2y = (p2y + c2y) * 0.5f;
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float c1c2x = (c1x + c2x) * 0.5f;
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float c1c2y = (c1y + c2y) * 0.5f;
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float p1c1c2x = (p1c1x + c1c2x) * 0.5f;
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float p1c1c2y = (p1c1y + c1c2y) * 0.5f;
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float p2c1c2x = (p2c2x + c1c2x) * 0.5f;
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float p2c1c2y = (p2c2y + c1c2y) * 0.5f;
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float mx = (p1c1c2x + p2c1c2x) * 0.5f;
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float my = (p1c1c2y + p2c1c2y) * 0.5f;
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recursiveCubicBezierVertices(
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p1x, p1y, p1c1x, p1c1y,
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mx, my, p1c1c2x, p1c1c2y,
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thresholdx, thresholdy,
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outputVertices);
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recursiveCubicBezierVertices(
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mx, my, p2c1c2x, p2c1c2y,
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p2x, p2y, p2c2x, p2c2y,
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thresholdx, thresholdy,
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outputVertices);
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}
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}
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void PathRenderer::recursiveQuadraticBezierVertices(
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float ax, float ay,
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float bx, float by,
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float cx, float cy,
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float thresholdx, float thresholdy, Vector<Vertex> &outputVertices) {
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float dx = bx - ax;
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float dy = by - ay;
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float d = (cx - bx) * dy - (cy - by) * dx;
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if (d * d < (thresholdx * (dx * dx) + thresholdy * (dy * dy))) {
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// below thresh, draw line by adding endpoint
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// TODO: make this not yuck
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outputVertices.push();
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Vertex* newVertex = &(outputVertices.editArray()[outputVertices.size()-1]);
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Vertex::set(newVertex, bx, by);
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} else {
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float acx = (ax + cx) * 0.5f;
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float bcx = (bx + cx) * 0.5f;
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float acy = (ay + cy) * 0.5f;
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float bcy = (by + cy) * 0.5f;
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// midpoint
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float mx = (acx + bcx) * 0.5f;
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float my = (acy + bcy) * 0.5f;
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recursiveQuadraticBezierVertices(ax, ay, mx, my, acx, acy,
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thresholdx, thresholdy, outputVertices);
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recursiveQuadraticBezierVertices(mx, my, bx, by, bcx, bcy,
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thresholdx, thresholdy, outputVertices);
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}
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}
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}; // namespace uirenderer
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}; // namespace android
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